using Game.Gun;
using SG;
using UnityEngine;

public class Gun_Flower : GunBase
{
    public DataFlower m_Data;
    protected override DataGunBase GetGun()
    {
        return m_Data;
    }
    protected override void DoFire()
    {
        //float fOffset = 45 / (float)m_Data.m_nNum;
        //for (int i = -m_Data.m_nNum / 2; i <= m_Data.m_nNum / 2; ++i)
        //{
        //    var obj = ObjectPoolMgr.Instance().GetFreeObjectFromPool(m_Data.m_BulletProfab, ObjectMgr.Instance().GetTempRoot());
        //    var com = obj.GetComponent<BulletMove>();
        //    var dir = CommonTools.RotateVector(Vector3.up, Vector3.forward, fOffset * i);
        //    com.DoInit(dir, muzzle.transform.position, 100);
        //}
    }
}
